- Joined
- Apr 5, 2013
- Messages
- 154
Title explains it, for example, i have the Storm Bolt ability, and i want something to happen when the missile model hits it's target. How can i do that if it even is possible in GUI?
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Unit - Starts the effect of an ability
Event

Unit - Starts the effect of an ability
Condition

Ability being cast equal to TheDummySpellBasedOnChannel
Action

Drop teh bass
Title explains it, for example, i have the Storm Bolt ability, and i want something to happen when the missile model hits it's target. How can i do that if it even is possible in GUI?
Cast Storm Bolt

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Storm Bolt

Actions


Set StormBoltCastCounter = (StormBoltCastCounter + 1)


-------- StormBoltCastCounter (Integer - variable) --------


Unit Group - Add (Target unit of ability being cast) to CheckForBuff


-------- CheckForBuff (Unit Group - variable) --------


Trigger - Turn on Storm Bolt Buff Check <gen>


Wait - 10 seconds


Set StormBoltCastCounter = (StormBoltCastCounter - 1)
Storm Bolt Buff Check

Events


Time - Every 0.05 seconds of game time

Conditions

Actions


Unit Group - Pick every unit in CheckForBuff and do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






((Picked unit) has buff Stunned Special) Equal to True





Then - Actions






Unit Group - Remove (Picked unit) from CheckForBuff






-------- Do your trigger stuff here, what effect you wan --------





Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




StormBoltCastCounter Equal to 0



Then - Actions




Trigger - Turn off (This trigger)



Else - Actions
Ehem, execus me good sirs and ladies but does not
run when the missile hits the target as the OP explained ? Why are you all giving complicated stuff like DDS, and buff checking, and other when there is a simple and very easy to do thing.
Unit - Starts the effect of an ability
Just make an ability based on channel and use
Edit// Ah, this is if the stun is not wanted as Storm Bolt always stuns ( a stun duration of 0.00 is an infinite stun)
Event
Unit - Starts the effect of an ability
Condition
Ability being cast equal to TheDummySpellBasedOnChannel
Action
Drop teh bass
If you want some stun to the spell use Storm Bolt and replace "TheDummySpellBasedOnChannel" with "TheModifiedStormBoltYouJustMade"
If it works it aint stupid. Seriously it isn't a totally bad solution unless there are a lot of TP abilities in game.